One more question, i just got mail from you "The biggest Blender struggle" where you promote a coaching program in the end with a button on the landingpage, but the button links to the hard surface academy, which from what i can see is no coaching/mentoring but a collection of some of your tutorials, was that a mistake or did i misunderstodd what you were promoting? thanks
Dude I read your comment before I started watching the video (never watched this channel b4) and then he just comes in like, HEY GUYS 🤖 I laughed out loud lmao
This comment is gold. I was interested in the video. But, now that the Terminator is here. Hell, yeah I’m subscribing to this channel. P.S. - I have not watched the video yet. Lol 😆🥹😅😂🤣🥲. A very cool voice as well.
This is EXACTLY what I've been looking for. I've wanted someone to analyse and show real game objects for ages! That cockpit blew me into a million pieces btw. Amazing! Will buy one of your courses as thanks! Please, do more stuff like this!
When you panned your view, at first, I thought you were in Eevee mode. But when I realized it was Cycles and saw your update count, I was amazed. I would call this envy mode. God damn, that has to be a beefy rig!
Sir, Ihre Videos sind wunderbar! Ich liebe die Detail- und Technologiebegriffe in . Ich bin ein C.A.D.D. Benutzer und wie Sie bin ich erstaunt über all die Ebenen und die Details von ihnen, die dieses Spiel hat.
Yea like you I can spend hours in the game just looking around, getting up real close to the models and elements, taking screenshots and never even play the game sometimes. Just a lot of mental drooling! Hats off to you for being able to get the models you can load into Blender. I am still trying to figure out how to do that...
this is a big big treat for me to finaly see this ships in blander , and also this game is in a way the reason i started learning 3d modeling,very immersive and very inspiring,ty for this video and ty for all youre videos,learning a lot from you and Josh
One of the original creators that assisted in development of some original ships did a class, I think it was at Gnomon, here on youtube. He started as an architect, designing spaces and form following function to design everything with at scale ergonomics in the ships and overall aesthetic. He also showed how he made the layers in Pshop to be able to expose dirt, oil, rust and general used feel by wiping away different layers in a mask. It was very cool.
Star Citizen has been in dev for quite some time. The last time I read/viewed their dev process a few years ago, I think have people who are from Industrial Design. In Industrial Design (ID) form, shapes and functions are very important. Those who ID are not just going to slap some shapes and details here and there for the heck of it, but they do think it through, very much like automotive designers.
Yep, someone else also mentioned that an artist they know who works at CIG says the style guides are documented almost identical to the engineering style guides used by automakers, mainly because the thruster placements actually affects its flight capabilties, and they have to accommodate interior designs and physicalized compomnents that have actual relays that power those compomnents, just like a real-life vehicle.
Star citizen has such a variety of amazing ships. If you would have told 2018 me I would have put over 1000 hours into it in 2022 I would have called you daft, but here we are. It's a fantastic good time if you play with buddies
Thank you for doing this! I've taken time to reverse-engineer a game model once and it was highly educational! I can't stress how helpful this was to me! :)
I'm wondering how many people usually work on a single spaceship to produce such a result? Can something like this be done solo without the modeling process taking months?
It is feasible, but it would take a hell of a long time and research. You'd nee to be a top expert in several areas. 12 pl on the team for each vessel, at minimum. Also, designers work together with modelers at the same desk. Not to mention that modelers have engineering degrees.
I would love a look at how they have the textures set/how many there are per model. Ive heard they use trim sheets but I would love to actually see them.
Agree with you! The game has awesome design examples! Besides spaceships, it's buildings, interiors, props etc. Though I should mention that I'm not sure regarding the future of the game - it has a lot of well-deserved criticism. But amount and quality of 3D work is amazing! I would like to study these models in Blender you mentioned in the video. Where did you get them?
Honestly if you play it with other people there's nothing like it. I can get why anyone playing it solo would find it a bit boring after a while (especially if you don't have the patience for a buggy alpha) but as a multiplayer experience there's nothing else like it. It pretty much ruined all other games for me. Not sure if that says more about Star Citizen or the games industry (maybe a bit of both) but I certainly don't have any other game in my library that I have tens of thousands of hours in at this point.
@@Super-id7bq Definitely says a lot about both, and I'm in the same boat. It's impossible for me to enjoy other games the way I used to after playing Star Citizen.
Thank you for you Excellent Insight into these wonderful models -Love your Descriptions and knowledge. i would love to see more of this kind of thing. IT up my understanding in Design. Thank you again.
Just wanted to say thanks for the video. That was inspiring af and incredibly informative. It's really cool to see what you guys preach in action in a AAA title like that. Especially how they triangulate the ships. It's basically what you guys taught in that hard surface prop course from a while back. So cool.
I'm digging the modularity of the Vanguard, and the detail on the Mole is just insane! It's not a conventionally pretty ship, but there's so much going on. It would be great to be able to get a breakdown of the design process for one of those ships. Like, how do they settle on a shape, what problems do they encounter while designing, how do they determine what level of detail is good enough but not too much etc. It's weird - I see nothing on the Mole for example that someone with a bit of HSM under their belt couldn't make, but the sheer amount of stuff is intimidating. Also, how does the game handle so much geo? Even with all those decals that one ship still has 900K verts! Even if you break that up into the interior and exterior, that's much more than most conventional games show these days.
in star citizen, the interior isn't rendered unless you're inside the ship or you can see into the entrance most ship interior sections are also separated with doors, so you can likely assume that the sections behind doors aren't rendered until you access them so for the most part, only the exterior of the ships are rendered - like if you're in a dogfight or something, you're really not gonna be close enough to the other ship, or looking close enough, for it to matter
@@milk697 True, although you can see in through windows to see someone walking around inside a ship from the outside. So if you are flying in from of it or are in a elevator or something but can look into the windows of the ship you can see the people in there walking around. It's kind of weird to look at since your down and the down in the ship is different (thing gravity generation etc).
The shapes are based on style guides based on the fictional manufacturers in the game. Different manufacturers have different motifs. For instance, most Drake ships have a very similar cockpit design, same with Anvil. Crusader has very obvious wingspreads on their ships; RSI is known for their cockpit struts. The pipeline at CIG is also very streamliend for building ships. Ironically, the biggest hurdles they run into aren't even with the art design of the ships, but the ship features (which are designed by a completely separate team known as the vehicle features team). The art team can complete whitebox designs of some ships in a month or two, and a greybox in a couple of months (for medium to small ships). SOme of the ships had their art designed years ago, but are held up in production due to the vehicle features team not having the design capabilities ready for the ships. Basically, the art team is VERY quick with their ship designs. Also, the game used to have pretty awful optimization, but with the Gen12 renderer and a server-side object container streaming, they have managed to improve overall performance significantly, even with massive ships like the 890Jump on screen.
I purchased the design course on your website to go faster with my switch from maya to blender, I just saw this video and I agree with your analysis on SC design. Do you have a tutorial that explain how to use decals on blender in such a way? Anyway for this kind of projects, the way a ship looks, the way it behaves I guess a large team of modelers and engineers worked together to realize a single piece ☺️
Decal Machine is fantastic. Well worth it for doing hard surface decal work in Blender. And yeah a ton of people are involved in the making of a ship :)
Amazing Video. Learned a lot just by watching. Would be great if you could make a tutorial about creating basic shapes like the models in this video and show us the technique which is used for the details. I appreciate your work and keep it going!
You got a real treasure there!! The final mid poly, wow!! Another source of inspiration are the ships exteriors in Elite Dangerous (or even EVE), plenty of compelling designs (even if the smaller levels of detail are outdated). I am sure your are getting tons of hints on how the original models were designed and constructed (seems mostly if not all sub-d), thanks for sharing some. Regarding the decals, they are one of the reasons why some modern games are so CPU heavy. They use a technique called POM to display the geo, aka Parallax Occlusion Mapping. Another new game where POM is used with stunning results is A Plague Tale: Requiem (also super CPU heavy). All is now changing with AI, where you get a detailed depth mask from an AI generated 2d image without needing to model anything in the first place. With the right Ai trained model you can spit out thousand trim sheets variations (already tiling, lol) AND the depth maps, basically ready for placing your trims UVs and POM away in engine! Like for everything else, there are limitations to the technique but the results can look just like everything was modeled in.
Many thanks for this video. I’m a big fan of modeling starships and this very is useful information as I’m gathering modeling methods used in this domain
"I wouldn't get attached to your vessels and ships!" I don't know why that made me laugh! Top Channel Ryu, I used Maya before I got brain damage, but now I'm liking the look of Blender. My hat goes off to yah mate, Your tutorials are s*** hot! (Top Quality) Thank you. Also got me out of a rough patch Cheers mate. Just going through your free course now. I learnt a bit from my old friend Mike Nash Zero Dawn😢... Anyways, Horizon zero dawn, Forbidden West, damn the amount of times I've paused that game and taken still shots of not only the living robots but the ones I've taken out, and they're just lying dormant on the floor It sounds proper silly but I actually take still shots of my kills in horizon, The hard surface in that game is phenomenal. And him being just the concept artist and the amount of work/ time he put into his Zbrush HS work, damn. 😮Was one of the best, next to you (as to what I've seen in your tuts) Gavriil Klimov and Vitaly Bulgarov, Oberfett the list goes on, But as I said I've got brain damage and I've been out of the game since 2018 so now I'm finally getting back in (Totally forgetting how to use Maya cause of the brain trauma, and even ZBrush which is my go-to as a concept artist and I have to start again) But now i gotta start from scratch, and was pointed to Blender Bros. And the crazy thing is because my head has literally been asleep AI has suddenly bloomed up outta nowhere, which still isn't going to hinder my 3D modelling, on the contrary, it will be my assistant, for a time anyways. Do you think that AI will be able to fully take over, FULL 3D modelling workflows? (Probably a stupid question) Remember I've not fully caught up so I don't know everything that is going on yet maybe it already has. Awesome and scary at the same time. Who knows how it will be in 10 years time damn.
Cheers mate, and i hope you ll be smashing in Blender soon. I have a vid on AI somewhere, for now it is just a tool, but you never know. Gotta do what we always did, adapt.
Great brakedown, wish we had some 3dsmax files of the ships to look at. For some reason Blender and Max exports dont work well together (those topo issues, bet those models look a lot cleaner in max).
Hi Ryu, this video blew my mind, breaking down models from the industry is such a useful thing. Btw, do you have any news about decal machine for substance painter and unreal? I love how easy the workflow is in blender but it would be great to export decals and trims properly outside. I was looking into it some times ago but didn't find anything, do u know something about it? Once again, thank you so much for your work, both your courses and free videos are superb.
cheerio! well, for SP you can import alphas, no height info though, i think we cover that in our courses Game Asset 2.0, UE is a bastard, trims are easy - dual UV channel, but decals you'd need an atlas, and again, height map will be tricky af
If you aren't interested in the game itself, there's no reason to buy every ship from the official store (prices from 60$ to 1000$ and above). Instead, you can get a starter pack (45$) and buy in-game currency packs on the grey websites (7$ - 50ml). This amount of in-game currency helps you to get all in-game ships. About the in-game wipe, this happens once per season or half of the year. And there's not a full wipe, 50/50 in the worst scenario.
17:38 "The reason why they do that is because baking bevels doesn't produce good results". This just isn't true - you can bake bevels fine provided that you setup the lowpoly/ uvs/ cage correctly. The reason it's popular is because a.) it's really fast - a whole lot of time is saved not baking anything. b.) the two methods actually have the same vertex count at the end since you don't need hard edges with this approach. There's a bunch of caveats as well, but overall it's a great technique :)
I remember someone explaining Star Citizen designing their ships from real life planes up, to ensure a high level of functionality and realism in the final look and shape, the entire design language.
Where did you get the models from, would love to have a look at them to learn from, also do you have a tutorial showing using decals for game models like star citizen?
Thanks, loved the Video. I can't find the course that is shown in the video few times. You've linked the terminal one in the description which is a different one.
Those models are sick as f*ck!! I remember Star Citizen first being shown years ago and it was the best graphic I had ever seen and looking at these models I now know why, thank you Ryu awesome video
Is it safe to assume that they don't account for hull thickness? They don't apply solidify modifier? The thickness of the hull is just a simple plane I guess...
It's a good subject for an article on Reddit "Devastating Atmospheric Pressures of Outer Space Regions in Unreal Engine 5 and Their Adverse Effect on Cargo Ships' Hulls"
Oh you 😂 Great idea, but no. 😂 What I meant is, when you disassembled that modular ship, I think I saw that hull has no thickness. This makes it easiet to model interior without having to think about bevels and shading issues. Or I saw it wrong...
Another source of reference I like is from the WipEout games, specifically HD/Fury & 2048. Of course because it's a racing game, the main motif is looking fast, but I think there's some good stuff there for sci fi
@PonteRyuurui, what do you think about other online sci-fi worlds? What is about SWTOR or Eve online? I realize everyone is able to get inspiration from absolutely different sources but still, I'm interested in your opinion about mentioned online worlds. Thanks in advance.
As an "old school" sculptor/model maker in the 90's I was part of the British sci-fi click, before going pro producing vehicles/miniatures concepts for a number of garage kit companies. While I love StarCitizen, some of it's design is totally impractical/unbelievable. Martin Bower lead model maker on Space 1999, Alien and Outland quoted "good sci-fi design looks like it was built for purpose". An understanding of engineering and scratch building SC ships would prove the gun turrets (mostly orrid) would fall off and the ships are not balanced. Look up Martins designs, Steve Begg, Ron Thornton, Mike Trim, Bill Pearson.. To name but a few.
Some are more or less practical than others; depends on the manufacturer. Drake has a lot more duct-tape and screwdriver designs, whereas Origin is built around luxury accommodations. There are also alien ships in the game, where conventional human practicality is thrown to the wayside due to cultural differences. Ships like the Reclaimer or or Vulture definitely fit the practicality side based on how they function and what they do, whereas the Prowler or the Banu Defender are more for "wow" factor.
➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart
One more question, i just got mail from you "The biggest Blender struggle" where you promote a coaching program in the end with a button on the landingpage, but the button links to the hard surface academy, which from what i can see is no coaching/mentoring but a collection of some of your tutorials, was that a mistake or did i misunderstodd what you were promoting? thanks
@@PonteRyuurui good stuff!
Gives error 1020 , unavailable.
@@tegkgiof if you re in Russia, could be, use VPN
@@PonteRyuuruiI did so, thanks.
One of the best hard surface artists with the Terminator voice :)
Spot on remark
Did he ever find John Connor
Dude I read your comment before I started watching the video (never watched this channel b4) and then he just comes in like, HEY GUYS 🤖 I laughed out loud lmao
This comment is gold. I was interested in the video. But, now that the Terminator is here. Hell, yeah I’m subscribing to this channel. P.S. - I have not watched the video yet. Lol 😆🥹😅😂🤣🥲. A very cool voice as well.
This is EXACTLY what I've been looking for. I've wanted someone to analyse and show real game objects for ages! That cockpit blew me into a million pieces btw. Amazing! Will buy one of your courses as thanks! Please, do more stuff like this!
Yeah, exactly as you said. I prayed to 3D gods for a specific presentation of Star Citizen models and this is it!! Thank you universe! :D
Star Citizen is not a "real game", actually.
NORMALLY designers have to optimize the models to lower system requirements.
It's awesome that they let you go in depth with how they make these ships. So much detail, world class sci-fi imo
When you panned your view, at first, I thought you were in Eevee mode. But when I realized it was Cycles and saw your update count, I was amazed. I would call this envy mode. God damn, that has to be a beefy rig!
SC player here and also an amateur Blender artist :) thank you so much for your videos!
Those models are incredible looking!
Man its unreal! I love the design of this game, and you showed 3D models of it. It's priceless!
Sir, Ihre Videos sind wunderbar! Ich liebe die Detail- und Technologiebegriffe in . Ich bin ein C.A.D.D. Benutzer und wie Sie bin ich erstaunt über all die Ebenen und die Details von ihnen, die dieses Spiel hat.
That is an incredibly immersive level of detailing.. Obsessive even.
Yea like you I can spend hours in the game just looking around, getting up real close to the models and elements, taking screenshots and never even play the game sometimes. Just a lot of mental drooling! Hats off to you for being able to get the models you can load into Blender. I am still trying to figure out how to do that...
The ships in Star CItizen are INSANE. One can spend an hour just walking around and inside a ship and just inspect all the little details.
this is a big big treat for me to finaly see this ships in blander , and also this game is in a way the reason i started learning 3d modeling,very immersive and very inspiring,ty for this video and ty for all youre videos,learning a lot from you and Josh
How in the world did you get the star citizen models into blender? I'd love to know so I can analyze specific models to learn their technique
This man knows quality.
*5:36*
One of the original creators that assisted in development of some original ships did a class, I think it was at Gnomon, here on youtube. He started as an architect, designing spaces and form following function to design everything with at scale ergonomics in the ships and overall aesthetic. He also showed how he made the layers in Pshop to be able to expose dirt, oil, rust and general used feel by wiping away different layers in a mask. It was very cool.
This video is gold. Thank you for posting this video. You have a new subscriber. Keep up the great work.
Star Citizen has been in dev for quite some time. The last time I read/viewed their dev process a few years ago, I think have people who are from Industrial Design. In Industrial Design (ID) form, shapes and functions are very important. Those who ID are not just going to slap some shapes and details here and there for the heck of it, but they do think it through, very much like automotive designers.
Yep, someone else also mentioned that an artist they know who works at CIG says the style guides are documented almost identical to the engineering style guides used by automakers, mainly because the thruster placements actually affects its flight capabilties, and they have to accommodate interior designs and physicalized compomnents that have actual relays that power those compomnents, just like a real-life vehicle.
Star citizen has such a variety of amazing ships. If you would have told 2018 me I would have put over 1000 hours into it in 2022 I would have called you daft, but here we are. It's a fantastic good time if you play with buddies
Thank you for doing this! I've taken time to reverse-engineer a game model once and it was highly educational! I can't stress how helpful this was to me! :)
Funny... SC is the reason I wanted to learn 3D modeling in the first place, and here we are. Guess I am full circle now.
One-of-us! One-of-us!
absolute banger of a video. The ships are masterpieces and it's icredible to see a glimpse of how they are made.
I'm wondering how many people usually work on a single spaceship to produce such a result? Can something like this be done solo without the modeling process taking months?
It is feasible, but it would take a hell of a long time and research. You'd nee to be a top expert in several areas. 12 pl on the team for each vessel, at minimum. Also, designers work together with modelers at the same desk. Not to mention that modelers have engineering degrees.
I would love a look at how they have the textures set/how many there are per model. Ive heard they use trim sheets but I would love to actually see them.
For what I have seen they use vertex groups to texture different areas. I tried to replicate the method and couldn't quite figure out how they did it.
Thanks for the awesome video.
These models are crazy! So inspiring
no freakin way they let you have these models. Im fangirling so hard rn
Agree with you! The game has awesome design examples! Besides spaceships, it's buildings, interiors, props etc. Though I should mention that I'm not sure regarding the future of the game - it has a lot of well-deserved criticism. But amount and quality of 3D work is amazing! I would like to study these models in Blender you mentioned in the video. Where did you get them?
Honestly if you play it with other people there's nothing like it. I can get why anyone playing it solo would find it a bit boring after a while (especially if you don't have the patience for a buggy alpha) but as a multiplayer experience there's nothing else like it. It pretty much ruined all other games for me. Not sure if that says more about Star Citizen or the games industry (maybe a bit of both) but I certainly don't have any other game in my library that I have tens of thousands of hours in at this point.
@@Super-id7bq Definitely says a lot about both, and I'm in the same boat. It's impossible for me to enjoy other games the way I used to after playing Star Citizen.
Just amazing work. Love to build a realistic spaceship on my end
hi there, superb channel mister ! I would also ask where we can find those SC .blend resources please ?
I am building a star citizen concept right now and this video couldnt have better timing. Thanks for that amazong insight!
thanks for enlightening me on the subject of N-gons
Thank you for you Excellent Insight into these wonderful models -Love your Descriptions and knowledge. i would love to see more of this kind of thing. IT up my understanding in Design. Thank you again.
This was awe-inspiring, to say the least. Thank you, Ryuurui!
This is what I was looking for!!! Awesome!
Nice work. How do you bake the materials of the ship with interior?
Wow this channel is a gold mine! Thank you so much!
Just wanted to say thanks for the video. That was inspiring af and incredibly informative. It's really cool to see what you guys preach in action in a AAA title like that. Especially how they triangulate the ships. It's basically what you guys taught in that hard surface prop course from a while back. So cool.
I'm digging the modularity of the Vanguard, and the detail on the Mole is just insane! It's not a conventionally pretty ship, but there's so much going on.
It would be great to be able to get a breakdown of the design process for one of those ships. Like, how do they settle on a shape, what problems do they encounter while designing, how do they determine what level of detail is good enough but not too much etc.
It's weird - I see nothing on the Mole for example that someone with a bit of HSM under their belt couldn't make, but the sheer amount of stuff is intimidating.
Also, how does the game handle so much geo? Even with all those decals that one ship still has 900K verts! Even if you break that up into the interior and exterior, that's much more than most conventional games show these days.
The cryengine is very good at crunching polys. Thats one thing its pretty good at. Also LODing helps a lot. Culling as well.
in star citizen, the interior isn't rendered unless you're inside the ship or you can see into the entrance
most ship interior sections are also separated with doors, so you can likely assume that the sections behind doors aren't rendered until you access them
so for the most part, only the exterior of the ships are rendered - like if you're in a dogfight or something, you're really not gonna be close enough to the other ship, or looking close enough, for it to matter
@@milk697
True, although you can see in through windows to see someone walking around inside a ship from the outside.
So if you are flying in from of it or are in a elevator or something but can look into the windows of the ship you can see the people in there walking around.
It's kind of weird to look at since your down and the down in the ship is different (thing gravity generation etc).
@@ephalanx1 Cryengine is no longer used. They're using a very modified version of Amazon's Lumberyard now.
The shapes are based on style guides based on the fictional manufacturers in the game. Different manufacturers have different motifs. For instance, most Drake ships have a very similar cockpit design, same with Anvil. Crusader has very obvious wingspreads on their ships; RSI is known for their cockpit struts.
The pipeline at CIG is also very streamliend for building ships. Ironically, the biggest hurdles they run into aren't even with the art design of the ships, but the ship features (which are designed by a completely separate team known as the vehicle features team).
The art team can complete whitebox designs of some ships in a month or two, and a greybox in a couple of months (for medium to small ships). SOme of the ships had their art designed years ago, but are held up in production due to the vehicle features team not having the design capabilities ready for the ships.
Basically, the art team is VERY quick with their ship designs.
Also, the game used to have pretty awful optimization, but with the Gen12 renderer and a server-side object container streaming, they have managed to improve overall performance significantly, even with massive ships like the 890Jump on screen.
I purchased the design course on your website to go faster with my switch from maya to blender, I just saw this video and I agree with your analysis on SC design. Do you have a tutorial that explain how to use decals on blender in such a way? Anyway for this kind of projects, the way a ship looks, the way it behaves I guess a large team of modelers and engineers worked together to realize a single piece ☺️
Decal Machine is fantastic. Well worth it for doing hard surface decal work in Blender.
And yeah a ton of people are involved in the making of a ship :)
Amazing Video. Learned a lot just by watching. Would be great if you could make a tutorial about creating basic shapes like the models in this video and show us the technique which is used for the details. I appreciate your work and keep it going!
Nice eve miner knockoff at 1:43. Guess they get their ideas from somewhere too.
Amazing work!
wait where can we get these models!? I would love to st it up for resin printing.
Your content is brilliant.
Very nice to see how they do things. I just can't figure out how they use vertex groups to texture.
would have loved to see you explore de alien ship interiors.
great video! amazing stuff!
But I heard that having Ngons in Models can create problems while UV wrapping, Texturing. What about that?
It can, but it depends on many factors. With procedural textures it doesnt matter. Topology has to have a purpose, it's not balck or white mate.
its crazy that you got the 3D models of the spaceships from CIG. I would love to further look into their models.
I wish I could check out the star citizen models in blender too
Thanks for the vid. Really like these style of vids as they help me understand the thought process and design theory.
What's the workflow for creating a ship like that with interiors - create the interiors first as chunks/modules than build the shell around it?
You got a real treasure there!! The final mid poly, wow!! Another source of inspiration are the ships exteriors in Elite Dangerous (or even EVE), plenty of compelling designs (even if the smaller levels of detail are outdated). I am sure your are getting tons of hints on how the original models were designed and constructed (seems mostly if not all sub-d), thanks for sharing some. Regarding the decals, they are one of the reasons why some modern games are so CPU heavy. They use a technique called POM to display the geo, aka Parallax Occlusion Mapping. Another new game where POM is used with stunning results is A Plague Tale: Requiem (also super CPU heavy). All is now changing with AI, where you get a detailed depth mask from an AI generated 2d image without needing to model anything in the first place. With the right Ai trained model you can spit out thousand trim sheets variations (already tiling, lol) AND the depth maps, basically ready for placing your trims UVs and POM away in engine! Like for everything else, there are limitations to the technique but the results can look just like everything was modeled in.
Many thanks for this video. I’m a big fan of modeling starships and this very is useful information as I’m gathering modeling methods used in this domain
"I wouldn't get attached to your vessels and ships!" I don't know why that made me laugh! Top Channel Ryu, I used Maya before I got brain damage, but now I'm liking the look of Blender. My hat goes off to yah mate, Your tutorials are s*** hot! (Top Quality) Thank you. Also got me out of a rough patch Cheers mate. Just going through your free course now. I learnt a bit from my old friend Mike Nash Zero Dawn😢... Anyways, Horizon zero dawn, Forbidden West, damn the amount of times I've paused that game and taken still shots of not only the living robots but the ones I've taken out, and they're just lying dormant on the floor It sounds proper silly but I actually take still shots of my kills in horizon, The hard surface in that game is phenomenal. And him being just the concept artist and the amount of work/ time he put into his Zbrush HS work, damn. 😮Was one of the best, next to you (as to what I've seen in your tuts) Gavriil Klimov and Vitaly Bulgarov, Oberfett the list goes on, But as I said I've got brain damage and I've been out of the game since 2018 so now I'm finally getting back in (Totally forgetting how to use Maya cause of the brain trauma, and even ZBrush which is my go-to as a concept artist and I have to start again) But now i gotta start from scratch, and was pointed to Blender Bros. And the crazy thing is because my head has literally been asleep AI has suddenly bloomed up outta nowhere, which still isn't going to hinder my 3D modelling, on the contrary, it will be my assistant, for a time anyways. Do you think that AI will be able to fully take over, FULL 3D modelling workflows? (Probably a stupid question) Remember I've not fully caught up so I don't know everything that is going on yet maybe it already has. Awesome and scary at the same time. Who knows how it will be in 10 years time damn.
Cheers mate, and i hope you ll be smashing in Blender soon. I have a vid on AI somewhere, for now it is just a tool, but you never know. Gotta do what we always did, adapt.
@@PonteRyuurui exactly bro, old skool! 🙏
Do you have a video series of modeling the spaceship seen in the video?
Should be out on Netflix early 2024
@@PonteRyuurui
Really love your work brother
This was an awesome video! Going through your starter course now. 🎉
This vid is unique. thank you!
holy MOLY! how long does it take for a single person to model it? (with interior)
03:02 Star Citizen isn't based on Unreal, but on a modifed Cry Engine which they have renamed to Star Engine.
Great brakedown, wish we had some 3dsmax files of the ships to look at. For some reason Blender and Max exports dont work well together (those topo issues, bet those models look a lot cleaner in max).
Hi Ryu, this video blew my mind, breaking down models from the industry is such a useful thing. Btw, do you have any news about decal machine for substance painter and unreal? I love how easy the workflow is in blender but it would be great to export decals and trims properly outside. I was looking into it some times ago but didn't find anything, do u know something about it? Once again, thank you so much for your work, both your courses and free videos are superb.
cheerio! well, for SP you can import alphas, no height info though, i think we cover that in our courses Game Asset 2.0, UE is a bastard, trims are easy - dual UV channel, but decals you'd need an atlas, and again, height map will be tricky af
Thanks for the video. For me, the design of Halo and Destiny also is mind-blowing.
So awesome modelling for an interactive walking simulator, gottit, thanks for your insight.
If you aren't interested in the game itself, there's no reason to buy every ship from the official store (prices from 60$ to 1000$ and above).
Instead, you can get a starter pack (45$) and buy in-game currency packs on the grey websites (7$ - 50ml). This amount of in-game currency helps you to get all in-game ships.
About the in-game wipe, this happens once per season or half of the year. And there's not a full wipe, 50/50 in the worst scenario.
eres un maquina nano, bestial
17:38 "The reason why they do that is because baking bevels doesn't produce good results". This just isn't true - you can bake bevels fine provided that you setup the lowpoly/ uvs/ cage correctly. The reason it's popular is because a.) it's really fast - a whole lot of time is saved not baking anything. b.) the two methods actually have the same vertex count at the end since you don't need hard edges with this approach.
There's a bunch of caveats as well, but overall it's a great technique :)
false, if you bake bevels on sharp edges at certain angles and lighting they will look liek garbage,a nd that is why they do it.
What's the right offset for the decal mesh off the vessel surface? I worry about z fighting.
Thanks, very insightful video! I'm doing the Origin M50 for my portfolio and this was golden informations!
Ryuu please review the rsi Bengal I'd love to see what your take on the design is. Thanks
I got a question actully so uhm how I can create decals without using decal machine?
dont know dont care becase why suffer (you'd need to bake them all manually - one tool for it could be grab doc)
I remember someone explaining Star Citizen designing their ships from real life planes up, to ensure a high level of functionality and realism in the final look and shape, the entire design language.
Very interesting, thank you
Where did you get the models from, would love to have a look at them to learn from, also do you have a tutorial showing using decals for game models like star citizen?
Amazing job thanks
Thanks, loved the Video. I can't find the course that is shown in the video few times. You've linked the terminal one in the description which is a different one.
try again, top row
@@PonteRyuurui yuss, did i miss it? great, thanks!
Thank for the vid, how did you manage to get this 3d models i want to create a scene and try to model for myself.
So are the decals 2 dimensional? They have no thickness? And it works?
insanity this models
lord master piece
Awesome video bro
how did you get the models? amazing explanation!
You hear that voice, you know it´s deep!
Awesome review
Did you get the models from the game files or did I miss something?
how can i get the 3d models to studythem like that ?
With what are made the panel cuts? Because I am new to this and I don't fully understand..
Thank you for sharing! Sometimes during the vid I;ve wisher for you to press Shift+F and fly into the ship's interior)
What about the space stations or environments?
Those models are sick as f*ck!! I remember Star Citizen first being shown years ago and it was the best graphic I had ever seen and looking at these models I now know why, thank you Ryu awesome video
how did you export those meshes
Is it safe to assume that they don't account for hull thickness? They don't apply solidify modifier? The thickness of the hull is just a simple plane I guess...
It's a good subject for an article on Reddit "Devastating Atmospheric Pressures of Outer Space Regions in Unreal Engine 5 and Their Adverse Effect on Cargo Ships' Hulls"
Oh you 😂 Great idea, but no. 😂 What I meant is, when you disassembled that modular ship, I think I saw that hull has no thickness. This makes it easiet to model interior without having to think about bevels and shading issues. Or I saw it wrong...
@@valdoltra well always think of whats the purpose of the mesh, in this case no one will see the thickness, so use planes
Your reaction was mine too "Jesus Christ" lol. Great video.
Brilliant!🔥🔥
Another source of reference I like is from the WipEout games, specifically HD/Fury & 2048. Of course because it's a racing game, the main motif is looking fast, but I think there's some good stuff there for sci fi
@PonteRyuurui, what do you think about other online sci-fi worlds? What is about SWTOR or Eve online? I realize everyone is able to get inspiration from absolutely different sources but still, I'm interested in your opinion about mentioned online worlds. Thanks in advance.
As an "old school" sculptor/model maker in the 90's I was part of the British sci-fi click, before going pro producing vehicles/miniatures concepts for a number of garage kit companies. While I love StarCitizen, some of it's design is totally impractical/unbelievable. Martin Bower lead model maker on Space 1999, Alien and Outland quoted "good sci-fi design looks like it was built for purpose". An understanding of engineering and scratch building SC ships would prove the gun turrets (mostly orrid) would fall off and the ships are not balanced. Look up Martins designs, Steve Begg, Ron Thornton, Mike Trim, Bill Pearson.. To name but a few.
Some are more or less practical than others; depends on the manufacturer. Drake has a lot more duct-tape and screwdriver designs, whereas Origin is built around luxury accommodations. There are also alien ships in the game, where conventional human practicality is thrown to the wayside due to cultural differences. Ships like the Reclaimer or or Vulture definitely fit the practicality side based on how they function and what they do, whereas the Prowler or the Banu Defender are more for "wow" factor.